• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

dtg108

Members
  • Content count

    107
  • Joined

  • Last visited

Community Reputation

394 Neutral

About dtg108

  • Rank
    Member
  1. So, I'm back after many frustrations with Unity, and I'm having problems. I've realized that just diving in and screwing around in Unity is doing NOTHING for me learning wise, so I want to go the route of not using a game engine. Why? I don't want the constraints. The problem is, I have no knowledge of anything programming or game design-wise (even terminology) so I need some help. Where do I even begin? What kind of libraries or programs will I need? What language should I start with?  
  2. Alright guys, this game has been in development for about 4 years now by a single person who has dedicated his HEART to this game, and I think it deserves to be recognized. Vote Here: http://indiescrashe3.com/nomination/...B-F43C17D5B524 Official Website: http://www.kineticdamage.com/index.html Forum Thread: http://forum.unity3d.com/threads/192...Kinetic-Damage Other thread about it:http://forum.unity3d.com/threads/179562-Vote-for-Kinetic-Damage
  3. Alright guys, I'm very sad. Hopefully in this article you can relate and keep me in your thoughts OR find some helpfulness. We recruited a team member who had a team. He has a very talented team member with him, and when I asked for work, he showed me the good guys work. Since then, we've discovered that he does no work and mooches off of others. So we fired him. He has since spammed our forums with complete lies. We then showed a proof of purchase, showing that he was lying about us using HIS assets. Now, he's been private messaging me and telling people on our facebook that we've shut down. Thankfully, there was only one facebook fan and we'll create a new one soon. We cut advertising for the old one. See the forum here:http://forum.unity3d.com/threads/158344-Not-Dead-Enough-a-zombie-apocalypse-simulator-now-in-production!/page30. Feel free to create an account here and drop him a PM :D. Anyway, he's Backwardsstudios if you want. He should be banned soon anyway :D. Anyway, it's very troubling, but he's done more damage to himself now, he has no power :). Anyway, here are our tips! Do your research. Make sure this guy is legit. Do google image searches for stuff similar to the work he shows you. Ask many questions, don't be afraid. Make sure he's not a jerk when you hire him. That's all I can say, thanks guys. Keep us in your thoughts and prayers.
  4. Thanks. We are working on motion sickness :D. You have to click inventory, then weapon slot. Thanks!
  5. Done! Finished the article.
  6. Alright, I've had to re-write this 3 times, thanks to my computer. First off, thanks Milcho for requesting this! If you have any questions about our game, feel free to ask, we'll write something up. Anyway, we'll be discussing our 12 levels of quality in Not Dead Enough. So each item has 12 levels of quality- 12 is best, 1 is worst- including guns and food. We decided to do this when we were on Skype one night. We knew we would need some kind of System for things to deteriorate, because in real life, all things do that! We couldn't think of anything, but then we decided on levels of quality. Once again, in real life, An item deteriorates by time, not just instantly, so that's why we decide on the 12 levels of quality. We went for 12, because that seems like a reasonable amount of steps. 1st step is normal, second is a little bit stale, 3rd is more, and so on until 12. Now we'll go more in-depth about the system! First is guns. Guns can take a total of 100 shots before being destroyed. You'll never get off 1000 shots most likely, because you'll probably never find that much ammo- melee is the way to go. But with several shots, your gun goes down a level or two, and with each level it goes down, there is more of a chance of it jamming and\or breaking unexpectedly. Lastly we have food. It deteriorates and gets moldy over time, just like guns. But with food, I think that your health and food bar goes DOWN if you eat something too nasty. Hope this helped Milcho! In our final game, you can look forward to: animals melee weather system nicer maps AI (Joining groups with AI, bad AI, good AI). [size=1]And maybe, possibly, co-op. [size=1]Thanks Milcho for the request, and if you have questions, please ask! Also, pics of our map are here: http://www.indiedb.com/games/not-dead-enough-nde/images/new-environment-assets-and-aim-down-sights#imagebox
  7. Milcho, good idea :D. We'll have one by tonight!
  8. Navyman, I'm not sure exactly, but just a decent PC works fine.
  9. [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)]Hello everyone we have been hard at work to get something playable for the public! Now we finally have a alpha tech demo ready for you. We are working on all the animations since the third person walking animation sucks and result in poppy movement and makes the locomotion tweak out.[/background][/font][/color] [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)]Features[/background][/font][/color] [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)]Item Quality Q1-Q12[/background][/font][/color] [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)]Q1 is the best quality for items.[/background][/font][/color] [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)]Q12 is the worst.[/background][/font][/color] [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)]Q1 guns have lowered recoil, raised damage and higher chance to knock a zombie down. [/background][/font][/color] [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)]Q12 guns have raised recoil, lowered damage and lower chance to knock a zombie down. [/background][/font][/color] [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)]Q1 food and drinks are full[/background][/font][/color] [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)]Q12 food and drinks are almost empty [/background][/font][/color] [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)](In the future this will be used to determine if you should eat it, resulting in sickness if its bad quality)[/background][/font][/color] [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)]Q1 bullets[/background][/font][/color] [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)]Q12 bullets[/background][/font][/color] [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)](Quality of bullets doesn't effect anything yet. I Might make it jam the gun if its bad quality) [/background][/font][/color] [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)]Player Control[/background][/font][/color] [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)]The player uses locomotion so his feet align with the ground, this still needs some work. You can decide if you want to play if first person or third person. Third person allows shoulder switching. The player can also crouch to increase shooting accuracy.[/background][/font][/color] [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)]Newspapers[/background][/font][/color] [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)]Newspapers will be used to tell the story of the game. Basically how the zombie Apocalypse started. Collect all of them to get the full story.[/background][/font][/color] [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)]Download Here[/background][/font][/color] http://www.mediafire.com/?mr4ncxrm4n21rg5 [color=rgb(17,17,17)][font=Helvetica, Arial, sans-serif][background=rgb(254,254,254)]Video Here[/background][/font][/color] http://www.indiedb.com/games/not-dead-enough-nde/videos
  10. So I've looked around, but I can't find anywhere for learning C# from a beginner standpoint. I know NO programming terms or anything in general about programming. (If it helps, I use Unity 3D). Can anyone help?
  11. Thank for the feedback. Yes, this is made in Unity. We'll try specular mapping.
  12. We're so close to BETA that I can literally taste it. When I came up with the idea of this game, I never dreamed that it would come nearly as close as it did. I have to thank my team for that. BETA will be in a month if you didn't know, and if you're interested, drop a comment and I'll PM you with the download link. So, here's the zombie and character models! Tell us what you think!
  13. [color=rgb(51,51,51)][font='Trebuchet MS', sans-serif, Tahoma, Arial, Verdana][indent=1]Hey guys, sorry that I haven't updated in a while, we've been heavy at work. Today, I'll be discussing some exciting news with you all. Fro you too lazy to read it all, I'll put bold-faced headings for categories.[/font][/color] [color=rgb(51,51,51)][font='Trebuchet MS', sans-serif, Tahoma, Arial, Verdana][indent=1]What We Have Left Until BETA Release/How To Get In The first thing I want to talk about is the upcoming BETA. All we need to do until beta is finish zombie and character models, and then animate them. This should be done in the upcoming weeks. The BETA will most likely be closed, so here is how you can get a chance at receiving it. All you have to do is comment anywhere, either on this news article, on the game page, or on our company page. That's all. If you win, then we will PM you with the link to the download. Sound good? Well, good.[/font][/color] [color=rgb(51,51,51)][font='Trebuchet MS', sans-serif, Tahoma, Arial, Verdana][indent=1]New Team So, we are now partnering with another team called backwards studios. They will help with models and animate, decreasing the amount of time that it will take to complete the game.[/font][/color] [color=rgb(51,51,51)][font='Trebuchet MS', sans-serif, Tahoma, Arial, Verdana][indent=1]Pictures We now have about 5 more pictures up, check them out![/font][/color]
  14. Thanks, I'll make a small interrogation scene and see how it goes.